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V-Set 3 - Minis, Force Powers and abilities you would like to see Options
keith
Posted: Tuesday, February 22, 2011 6:05:44 PM
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I'd like to see an AT-ST be able to stomp characters and give it stable footing.
Big D
Posted: Wednesday, February 23, 2011 3:32:46 AM
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keith wrote:
I'd like to see an AT-ST be able to stomp characters and give it stable footing.

I second that. Stomp that does 60 damage to all adjacent characters on medium bases, and Death to all smaller characters.
FlyingArrow
Posted: Wednesday, February 23, 2011 4:53:55 AM
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Big D wrote:
keith wrote:
I'd like to see an AT-ST be able to stomp characters and give it stable footing.

I second that. Stomp that does 60 damage to all adjacent characters on medium bases, and Death to all smaller characters.


From an AT-ST? Nah. And stable footing doesn't sound like the AT-STs I know.

I would like to see a stomp on a Rancor, though.

Trample: May move through enemies that have exactly 10 hit points remaining without provoking attacks of opportunity. Enemies this character moves through are defeated, save 11.
Big D
Posted: Wednesday, February 23, 2011 5:33:16 AM
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i dont know about you, but if an AT-ST steps on me, Im probably taking 60 damage or death.
However, AT-STs are already fairly beefy as is.
qvos
Posted: Wednesday, February 23, 2011 6:11:08 AM
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Big D wrote:
keith wrote:
I'd like to see an AT-ST be able to stomp characters and give it stable footing.

I second that. Stomp that does 60 damage to all adjacent characters on medium bases, and Death to all smaller characters.

It would be interesting but I don't think they should have it. I can see it for the AT_AT but not the At-St. WHat about all the other huge characters like the X-1, Ect. Not sure they need it.
wannabe mexican
Posted: Wednesday, February 23, 2011 7:04:20 AM
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I like the idea of Stomp. Even on an AT-ST. Maybe it should be only against small enemies, or as mentioned on a certain amount of HP. I don't think AT-STs should have stable footing though. Yes they are "all terrain", but they didn't do too well on the forest moon of Endor...
General Ed
Posted: Wednesday, February 23, 2011 8:27:22 AM
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I feel something in general need to be done to help make huge pieces playable. As they are they make good show pieces but lousy pieces to play. Not saying that some can not find use, just saying in general they are not useful. I love the At-ST, I just hate how it misses a lot, doesn't have splash, and dies easy.
CerousMutor
Posted: Wednesday, February 23, 2011 5:40:31 PM
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General Ed wrote:
I feel something in general need to be done to help make huge pieces playable. As they are they make good show pieces but lousy pieces to play. Not saying that some can not find use, just saying in general they are not useful. I love the At-ST, I just hate how it misses a lot, doesn't have splash, and dies easy.


+1

and on a side note...

use PROXY as a proxy for Leebo!!
kezzamachine
Posted: Friday, February 25, 2011 4:36:19 AM
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Location: Lower the Hutt, New Zealand
Abeloth!
CerousMutor
Posted: Friday, February 25, 2011 5:10:09 AM
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kezzamachine wrote:
Abeloth!



Ha I was waiting for that one!
nerfherderpictures
Posted: Friday, February 25, 2011 6:03:40 AM
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CerousMutor wrote:
nerfherderpictures wrote:
After watching season three of the clone wars I would definately like to see a Qui Gonn Jinn Force Spirit recommended mini could be anakin fsThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp ThumbsUp


+1 may be only benifits Obi and Ani?

maybe but then it wouldnt be as good remember he did teach yoda the ability to become a force spirit i was thinking more on the lines of


Qui-Gon Jinn, Force Spirit
Republic Faction
12 points
HP --
ATK--
DEF--
DMG--
Special Abilities
Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)

A Master's Final Teachings (Choose 1 Unique character in your squad with a force rating at the beginning of the skirmish, for the rest of the game that character gains Force Spirit 3 (If this character is defeated, immediately add 3 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish))

Speed 4
clixjunkie
Posted: Saturday, February 26, 2011 1:23:47 AM
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Joined: 6/8/2009
Posts: 35
Can we please get some Vong with Parry.

Also maybe something that lets them destroy doors. They have the Bio-Tech and it is possible.
Doogle126
Posted: Saturday, February 26, 2011 8:24:21 AM
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A NEW MON MOTHMA. i have sitting in my RotS box looking useless... and for the love of god, give her rebel affinity if not just makeing her a rebel.
shatterpoint7
Posted: Saturday, February 26, 2011 8:47:54 AM
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Posts: 487
Doogle126 wrote:
A NEW MON MOTHMA. i have sitting in my RotS box looking useless... and for the love of god, give her rebel affinity if not just makeing her a rebel.


Here's mine i came up with a while ago. I think it would be a nice change of pace from the Unique-heavy Rebels

Mon Mothma, Rebel Leader 47 pts

hp 60
df 14
at -
dm -

Diplomat
Cohesive Force (Allied commander effects can be cumulative)

CE
Non-unique allies get +3 attack, +3 defense, and +10 damage




shatterpoint7
Posted: Saturday, February 26, 2011 8:52:32 AM
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the idea of a save should be livened up a bit. save 6, save 11, and save 16 seem kinda boring when you can boost attack, speed, damage and defense at will.

maybe something like:

Lucky 3 (add +3 to each save this chararcter attempts)

or enemies within 6 squares get -2 on all saves.
Baegn
Posted: Monday, February 28, 2011 9:02:58 PM
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Wookiees that can live long enough to get into a melee would be nice. Stealth, Advantageous Cover, or higher HP. Stable Footing, Speed 8, or higher Defense.

Tusken Raiders that can sneak & shoot. Stealth, Advantageous Cover, Stable Footing, Accurate Shot, Sniper. Higher HP and/or Defense would be nice, too.

Loving to see a better Obi/Boga.

ARC troopers need a boost. An ARC Trooper captain/commander w/ a CE to bring them back into the game. "Alpha".

Someone to breath new life into the over-costed Republic Commando characters.

Obsolete Order 66 guys need to make a comeback too. ie: CT Sergeant, CT Commander, CT Grenadier, CT Gunner, Heavy CT, and standard Clone Trooper. These guys are all weak and over-costed.

C-3PO for Republic, with Draw Fire, Evade, and Avoid Defeat. As well as Relay Orders, and Affinity for the Rebels.





FlyingArrow
Posted: Tuesday, March 1, 2011 12:19:58 AM
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Tusken Raiders SA

And in Greater Numbers
: Whenever a Tusken Raider in your squad would be defeated, on a save of 16 it is instead placed in your starting zone and a Tusken Raider of the same or lower cost is also placed in your starting zone.
saber1
Posted: Tuesday, March 1, 2011 3:07:57 AM
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FlyingArrow wrote:

Trample: May move through enemies that have exactly 10 hit points remaining without provoking attacks of opportunity. Enemies this character moves through are defeated, save 11.


This, or something very similar would be great to see on Rancors and AT-ST's alike. It would keep them from getting boxed in by annoying filler and allow for killing off mass activations (uggies, mouse droids, etc).


How about a General Nevar with a CE that grants trample to walkers? A Malikili with a CE that grants Trample to Rancors?
FlyingArrow
Posted: Tuesday, March 1, 2011 3:55:25 AM
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Joined: 5/26/2009
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Something for Spies... preferably to boost existing spies. First, they should all get Cloaked. More ideas...

Sneak: If this character begins and ends its turn in Low Objects, this character may move through enemies and does not provoke attacks of opportunity.

Sneak Away: Whenever this character is targeted, on a save of 11 you may remove this character from the board and place in your starting zone.

Deep Cover: +4 attack, +20 damage while in the opponent's starting zone.

Infiltration: On this character's turn, doors open immediately when this character moves adjacent to them.

Information Retrieval: If this character is adjacent to an enemy commander in the opponent's starting zone, allies gain It's a Trap for the rest of the skirmish.

Objective 2/20: At the beginning of the skirmish, select a square in the enemy's starting zone. If this character ends its move on that square, remove 20 damage from each of up to 2 allies.

===

Edit: poll posted about these abilities for spies
Baegn
Posted: Wednesday, March 2, 2011 3:49:31 AM
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Joined: 12/5/2010
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Location: Southeastern NY
A new Quinlan Vos and a new K'kruhk would be nice.

Psychomerty: Replaces attacks. Until the end of the round, enemies within 6 of this character must roll twice for attacks, and take the lower of the 2 rolls.
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